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Post by HylianMetroid96 on Aug 12, 2020 0:38:40 GMT -6
Weapons should be handled as "Weapon shards" where each weapon from a short sword, claymore, whip, footwear, etc. should each be a shard category with the player being able to find new shards throughout the game to attack in order to change the weapons themselves with different damage output, speed, appearance, elemental attributes etc. As for how you could tie this into the story, this sequel would take place probably several months or a year after the end of the previous game with Miriam and Johannes scouring the world looking to eradicate all of the demons still left after Gremory and Dominique's defeat at the end. With this demon hunting and the last game's events under her belt and with assistance from Johannes, Miriam has learned new techniques such as no longer needing separate weapons because she is now better able to utilize her back crystal and actually summon the weapons she needs from the crystal itself. From the game's prologue it starts with Miriam and Johannes going over the basics with Miriam having access to fairly powerful weapons having all her weapon shards available to get the player used to the controls. Once the training is out of the way, they run into a returning Gremory who wishes to deal with Miriam personally for her defeat last time but Miriam proves too much, Gremory escapes but not before placing a curse that takes away her current powerful weapons(Death taking away Alucard Sword, Mail, helmet, etc.) as well as disabling all her basic weapon shards which Miriam will eventually regain all of her lost abilities and gaining newer ones. Just gonna tack this on as a little extra, Miriam should get a Transformation shard to let her turn into a mech suit like Hachi in Curse of the Moon 2, perhaps from mech suit enemies. Lastly, I believe the game should be setup all over the world instead of being restricted to just the castle. The Castle should be an area that's always available for Miriam to visit but she won't get far without the proper upgrade which is where the different locations will provide. These different locations would include things from other European locales(inside Roman Pantheon 3D fractal dome would look amazing), middle eastern deserts like Egyptian towns and pyramids(nice 3D rotating model potential and heatwaves bouncing on the screen), Jungles, arctic snow region, Japanese area, etc. These would be where Gremory's Demon lord pals would take up residence and cause havoc in and what Miriam must deal with before finally reaching Gremory's lair in the Castle itself. Give feedback pls, especially you lucky Bloodstained Devs who happen to be reading this
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Post by HylianMetroid96 on Jun 10, 2021 15:09:52 GMT -6
Quite a bit of time has passed since I posted this originally and I would like to add on to it with the sequel now confirmed and in very early production. The game should bring back the two character concept from Castlevania Portrait of Ruin, having Miriam and Johannes be a duo for the adventure. The plot could involve returning villain Gremory or some other force damaging/corrupting Miriam's back crystal, preventing her from properly absorbing Demon shards. Johannes has a solution to absorb shards into his spellbook for him to use, forcing Miriam to rely more on physical attacks and magic that's tied to weapon techniques much like Jonathan from Portrait of Ruin while Johannes uses alchemy/spells much like Charlotte. They should gain duo spells over the course of the game, super attacks acting as item crashes: One in particular, where Johannes summons an Alchemy symbol on the ground Miriam at its center before a ray of light shoots up with different colored shards. Yes this sounds familiar because it would basically be Grand Cross from Castlevania I would love for production values to go further with full-on animated portraits for dialogue, an anime-style animated opening cutscene similar to Dawn of Sorrow and Portrait of Ruin. Characters could go for a redesign except I suppose for Zangetsu who's been trapped so it'd make sense for him to be as he was in the first Ritual game. The overall artstyle should be more stylized and not limited to simply gothic themes, I don't mind the anime style of Dawn and Portrait as much as some others do. I do wonder about having more than Miriam and Johannes, perhaps further characters can be added to the playable team such as Robert(Zangetsu's buddy who is searching for him, perhaps he mistakes Miriam for Zangetsu's captor demanding to know where he is leading to boss fight with him, he doesn't like Shardbinders the same way Zangetsu didn't in the first game) and Hachi from Curse of the Moon 2 with the issue being that Portrait's character system only used two characters so it was more simple to switch between them with a single button press so a 3, 4 person team might feel off unless tweaked somehow. It would be nice to keep Miriam and Johannes together, so this gave me the idea for an additional mode involving Robert and Zangetsu's quest looking for Gremory that acts as a prequel to the first Ritual of the Night game in order to make the two playable while keeping it restricted to two characters at a time. Perhaps in the main story we could leave Zangetsu and Robert as fightable bosses and NPC's who perhaps tag along in story sequences to help fight bosses and enemies while also giving you sidequests with Robert acting as a weapons shop and Zangetsu as a teacher to help you master new techniques with Miriam's weapons. An interesting opening scene might be a nightmare Miriam has of her childhood days with Gebel at the Alchemy Guild with Alfred as their father figure, perhaps she's still feeling guilt over their deaths. Zangetsu's disappearance in Ritual after confronting Gremory can be a story point where it's revealed he's imprisoned in hell or some alternate dimension so it's up to Miriam & company to rescue him( maybe he's possessed once they free him resulting in a boss battle with him). As stated above, the story would involve a resurrected hellhold where the demons are trying to break loose through portals to the rest of the human world giving us the perfect setting to travel to foreign locales and not be restricted to a castle, have the boss demons from Curse 1 and 2 setting up shop with their own dungeons themed around them.
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Post by HylianMetroid96 on Jun 10, 2021 15:25:21 GMT -6
Other ideas on the world design aspect would be to make the world feel better connected with means of fast travel both between the Castle and the outside locales and between the locales themselves to help cutdown on backtracking. The Castle shouldn't be forgotten in place of the locales and should connect visually with each other, perhaps the areas of the castle that host the portal to say a jungle habitat should be full of vegetation and wildlife that fit the location with vines and such covering the marble and brickwork of the typical castle to really tie the castle to those other areas. Going between worlds to find scattered secrets and other goodies between the areas needs to feel seamless so that each world feels worthwhile to visit again.
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Post by HylianMetroid96 on Jun 11, 2021 3:22:38 GMT -6
Although many of us would obviously love 2D animated sprites, using 3D models seems to be set in stone. We should try and accept this and try leaning into the benefits of 3D models when it comes to things like atmosphere and storytelling. Making good use of background and foreground, for example, Miriam and friends enter a Jungle/foresty area with vines but once they enter through a door the vines start moving away indicating the vines are a part of the boss for that area. Gremory uses her many hands to try and attack/swarm the player in the game, what if her inner sanctum/lair had many seemingly stationary arms and hands in the background and foreground to really give it a creepy atmosphere. Think like Deadhand from Zelda Ocarina of Time kind of horror. I think it's pretty monotonous to keep switching a shard for sinking and such to walk or float underwater the same way it was done in Aria and Dawn of Sorrow. This Ocarina of Time Iron boots system is a bit dumb and I wish Miriam would just naturally sink in water where we could then infinitely jump underwater. On a broader scale criticism, I dislike the idea of having non-ability shards like water jet directional shard being necessary to progress.
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Post by HylianMetroid96 on Jun 13, 2021 11:50:50 GMT -6
The enemy design felt pretty lacking in Ritual of the Night possibly due to many reasons such as time constraints but also the dev team perhaps trying too hard to be original and then coming up with things like a tar monster(the Morte) which really just lacked character and presence when compared to the very well known Skeleton which offered tons of variety to the enemy design. Let those creative juices flow, hopefully the dev team gets far more time to go back to the drawing board with the enemy design even with simple things like making succubi scantily clad. Folklore is another area I see being an issue, while the 72 demons mythology is a neat concept, it becomes limiting on what you can do with it as opposed to Castlevania which may have started out purely Gothic horror but had no restrictions later on drawing from all kinds of mythologies such as Japanese and even modern horror. I wish for Bloodstained to follow in its footsteps to create more diverse enemies, bosses, NPCs, level designs, etc by drawing on different mythologies. An idea related to this is that we do have something to go off of when it comes to level design being foreign, diverse locales considering the boss designs from Curse 1 and 2 with turtle boi not being in Ritual but he can be the boss of an Atlantis Aquatic Ruins area and the Roman gladiator monster from Curse 2 being perfect to appear in a Rome colosseum, general European location, Tutankhamen from Curse 2 being Egyptian so we get an Egypt level, sexy flower girl Curse 2 we get a Jungle area, etc. Now on a different note(puns ) we HAVE to bring up Bloodstained's music. While I thought the music for Ritual was good, I believe it could be alot better with tons of catchy tunes on the level of Portrait of Ruin and Order of Ecclesia. Think like Portrait of Ruin's: Gallery of Labyrinth, Invitation of a Crazed Moon, Looming Threat, Piercing Silence, Silent Prison, Jail of Jewels, Gears gone Awry, In Search of the Secret spell, Banquet of Madness, etc for levels of catchiness and just awesomeness. (You can tell I LOVE Portrait's sound, it's a longshot but PLEASE consider contacting Yuzo Koshiro as a sound designer for Bloodstained alongside Michiru Yamane to give us those upbeat toe-tapping tunes!) The same goes for Order of Ecclesia songs: Rhapsody of the Forsaken, The Colossus, Empty Tome, Chapel Hidden in Smoke, Hardwon Nobility, Wandering the Crystal Blue, A Crashing of Waves, Sapphire Elegy, Lament to the Master, Order of the Demon etc. Although I like the more...I suppose atmospheric tunes of RoTN Garden of Silence and Forgotten Jade etc, we gotta have more upbeat kickass symphonic rock tunes as well as our gothic jazz and techno pieces. Lastly, when it comes to sound design, I believe using Live Orchestra actually limits the kind of sound that we crave since things like MIDI gives us overall more variety in instruments and perhaps greater control and easier editing ability. So I am fully requesting that the team uses artificial sound, Michiru and fellow sound designers are more than capable of creating amazing tunes for us on their own. Oh and as an update to an animated Portrait of Ruin-Dawn of Sorrow style as you boot the game up cutscene, just show Miriam and Johannes kicking ass with weapons and spells being throw out, Gremory popping up somewhere in there before Miriam and Johannes break out a tag team attack(maybe that Ray of Light shards attack I mentioned in earlier post) before the scene ends. Just think that'd be so cool to see Something else worth mentioning is a returning role for Robert Belgrade as OD obviously as a main character NPC but perhaps story sequences can be read out loud by OD as a narrator reading from a book, with him being a Librarian after all. I think it'd be a very nice touch. Also sorry for these posts on back and forth topics I make new posts as these ideas come to me.
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Post by HylianMetroid96 on Jun 14, 2021 14:49:29 GMT -6
For all our sakes, PLEASE don't lock game progression behind getting a shard from a normal enemy. It's just not super intuitive, yes I know older Castlevania games have done similar things but that doesn't matter it's still bad design. Putting the enemy to kill in the same room doesn't really fix that either. The same goes for finding the Aegis plate, sure you get the power to flip the world upside down but overall there's not too much telling you to go back to the Tower of Dragons of all places. Perhaps what I'm also saying is that the idea of an impenetrable obstacle that you need some trinket to overcome just didn't work out perfectly in ROTN. A welcome change to the gameplay might honestly be a bit too radical for some/many but maybe standard combat can be made more dynamic by having multi-hit combos for many weapons instead of just the traditional one hit per button. Think like Zangetsu's three-hit attack in Curse of the Moon 2 for standard swords, clubs, claymores, etc but just on a grander scale for all weapons so that combat feels more in-depth. On a smaller note, I wished Miriam could simply equip two weapons at a time using one arm slot just like how Symphony of the Night did it with the 2nd weapon assigned to the B button.....kinda odd how the B button literally does nothing in game. I know some people just prefer to the A/B setup Dawn of Sorrow or even the shortcut system from ROTN but I'm just not a fan of it even if some find it more useful. I would say build on the SOTN dual-wield system to give special attacks for specific weapon combinations similar to how Order of Ecclesia did. I'm gonna include this video for doing chains of attacks and how they would work/look, maybe you devs can use this as inspiration but obviously in 3D models. Please give this some serious thought
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Post by HylianMetroid96 on Jun 17, 2021 18:09:49 GMT -6
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Post by HylianMetroid96 on Jun 21, 2021 16:27:18 GMT -6
Blue shards were VASTLY underutilized in ROTN with less than a fraction in number compared to the much more focused on Purple(direction) and Red(Conjure?) shards, a smaller quantity with much more utility would be ideal with Blue shards making up a bigger share of total shards and the number of Purple and Red reduced. Quality over Quantity. Blue shards involve transformation such as the Lily and Shovel Armor which weren't necessary at all, but blue shards have SO MUCH POTENTIAL such as basing progression and puzzles around them more so than Directional shards. Fanart involving Miriam's transformation into all manner of animals(a bat, wolf, dragon, mist forms etc with stained glass themes) and other forms could be a great source to look into, some of these transformations even having button input moves such as the Wing Smash from Symphony with the bat(blazing across the screen surrounded by a rainbow coloured aura). A minor complaint, I might be mistaken but some Blue shards only stay active as you hold the button, make it so that the shard stays active until you press again. As always, please give any feedback on this idea. I believe there's potential for Blue shards transformations. You never know, maybe the sequel can have some crossovers with the Shantae series with the whole transformation game mechanic
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Post by HylianMetroid96 on Jun 22, 2021 1:18:23 GMT -6
Going over a few things here, the very important topic being crafting. Also some thoughts on animations and such. The Crafting system is flawed due to what I feel is being bloated. You absolutely need Alkahest in order to break apart items and it is somewhat expensive to straight-up buy and you gotta go back and farm maybe one or two enemies in specific areas to get more. The crafting, if brought back, should either no longer require Alkahest or make it incredibly common to get through more enemies carrying it and chests. Really this goes for all materials especially cooking ingredients, the player shouldn't have to craft basic individual ingredients like butter, milk, cheese etc and then having to do the same for the other ingredients before making the end meal. Perhaps the farmer mechanic giving the farmer seeds for a couple ingredients can be expanded on more types of seeds, maybe milk and meat. it takes a while to get materials and by the time you get all the materials for the best weapons in the game, the game is more or less in its final phase. Iga games having little extras is of course always a welcome addition, a fun simple one is like a music box that lets you play music(Like in Order of Ecclesia) perhaps music from Ritual of the Night(Classic mode or normal), Curse of the Moon, original stuff, etc. Not required, just a fun thought. With enemy death animations, obviously the devs can afford to get creative with ROTN finally out of the way and basic heavy lifting under the dev teams belt. Miriam's trademark scarf should possibly the source of her double jump and High Jump, turning into a pair of wings when performed. Each new scarf having its own animation Batwings, bird wings, angel, fairy, etc. As a side note gameplay-wise, the High Jump shard should be an entirely separate shard attained later and not required to upgrade the Double Jump to get it like in ROTN. I am pretty tired as of writing this originally, maybe I will think of something else and edit this later. Ty
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Post by HylianMetroid96 on Jul 4, 2021 3:43:17 GMT -6
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Post by HylianMetroid96 on Jul 9, 2021 4:03:36 GMT -6
More story ideas, a separate antagonist in the form of rogue Alchemy Guild members. Perhaps the friend of Alfred who wrote the journal entries could be revealed as having survived and determined to return the Guild to power and glory(something which Johannes speculated Alfred was trying to do himself, being similar to Barlowe from Order of Ecclesia) by trying to recreate the Sharbinder experiment to create an army of obedient shardbinder soldiers. His motivations, stated at least, being that Miriam is far too powerful and too much of a wild card to not be under the control of her creators and so if she won't rejoin the Guild then he will extract her back crystal(source of her power) in order to create stable Shardbinders(the ones created so far being somewhat flawed due to effects on the mind). This sect of the guild would either be the primary or secondary antagonist in the game perhaps in an alliance with Gremory to eliminate Miriam. Now that I think about it, this setup sounds familiar to me because it's basically the setup in the game Paper Mario The Thousand Year Door with the X-Nauts group lead by Sir Grodus helping the Shadow Sirens in resurrecting the Shadow Queen in hopes of world domination. Having hostile shardbinders as bosses who have good dialogue and personalities before fighting them would be amazing. Imagine you just finish off a boss monster when it begins to crystalize like normal but then one of the shardbinders swoops in and steals that shard(now using the shard themselves) and you must now defeat them to gain it yourself. This could even tie in setting/story-wise as Miriam travels across different lands but encounters many former Alchemy Guild labs set up across the world where you might have an encounter with the Guild members trying to recover lost Guild archive notes and equipment. You can assume Miriam would finally confront this Guild leader as perhaps the penultimate boss or something where he fights similarly to the way Johannes would using a spellbook imbued with the crystal curse but his magic being on a much larger scale, again similar to Barlowe from OoE. Leader: "We need alive at least for the time being so that her power doesn't leave the crystal before we extract it, after that, you may have what's left of her..." Gremory: "At last wench, I have you now" Anyways, I just thought this would be a very neat idea for a future game in the series. Tbh, I'm not sure if this should be the antagonist in this second game for a possible future third game. The motivations of this Guild leader could be in reaction to the events of both the first and presumably second Ritual games involving Gremory and Dominique and so this guild leader wants to take no chances with Miriam or the Demons. Sounds like it could be a good setup for a third game but idk if having this in the second game would perhaps make it feel too cluttered with characters/villains given that Dom and Gremory might return. Tell me what ya think
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Post by gunlord500 on Jul 9, 2021 5:04:33 GMT -6
More shardbinders would be pretty cool, it's a neat gimmick/aesthetic
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Post by XombieMike on Jul 9, 2021 7:42:09 GMT -6
I can't say I'm a fan of the idea for creating an army of shardbinders. I can't explain how Dominique has accelerated crystal growth, but the bookshelf journals make it clear that crystal grows very slowly on all but children. The whole plot of the game revolves around losing control of yourself, so making an obedient army that does the will of mortals sounds very far fetched. The curse of being infused with crystal and absorbing shards is a story device that works best on a personal level, but not so much on a large scale one. If you want an evil organization that wield the power of demonic forces, there is always black magic. If there is another shardbinder in Bloodstained's future, I would really only accept Anne. She's an orphan young enough for crystal growth and Dominique had access to her. Otherwise, use the shardbinders we have. Miriam is a given, but we didn't see Gebel shatter. Johannes may have pulled him out of the castle directly after Miriam had last interacted with him. Dominique didn't enter Hell by death, she was fused with Bael, so a redemption and rescue would be cool to me. All other shardbinders were sacrificed to bring about the demon summoning 10 years before RotN. They were a costly resource, and having an army of them would be an invitation for demons to orchestrate another mass summoning.
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Post by Enkeria on May 4, 2024 12:19:19 GMT -6
I'd like to see a reset of Miriams powers by trying to become human. But there is an after-affect of the curse. She got some traits left, an aura if you will so that she can use things almost like before, but no longer collect shards.
RELICS Instead of abilities through shards, she have passive abilities from Relics she finds along the way. Same relics needed to fight the end boss. These relics are also needed for any other playable character. And give each character similar attributes.
If a relic makes miriam double jump, it might allow another character to do a high jump or a floating jump for example, at least so everyone can reach whatever they want to reach. That same relic could be a whip thing for someone that can use it to grab until ledges far away, or stuff like that.
A relic would also be at the same area, but change in type. If Miriam found it, it could be wings for her for example, to allow for the double jump, but its a whip for the character with whip. So while the segment of the area remains and you get the item needed, it is swapped in purpose for that character.
I wished powerful things would be granted from bosses, not from normal enemies. I know the grind is fine, but allow enemies to drop all the other things other than abilities. Too many, too little we use.
LEVEL DESIGN Let us explore an everchanging castle again. Not villages, or the world. I like the gothic nature and want to see more of it. If we travel around I hope we end up in a castle around 50% on its way, if its a huge game.
GRAPHICS I hope to see different approach for the game graphics. While kickstarter fans decided back in the day (before my time even) which cellshade to use etc. I would make it more traditional to the classical games and keep them more grounded and less plastic-y. Hard lights are fine, but soft lights would be better. Darkness. Not clean, lit-up detailed marmor 90% of the castle. Just look at Symphony of the Night as references. God I wish we had a remaster of that game with additional levels and power ups, and not a full on remake like some are making these days (making item-based game into skill-based is not the way to go guys!).
I wrote all this in a idea dry day. I can do better. I would probably save my better ideas for myself if I ever make an IGAvania myself. Which I might, in Unreal Engine some day.
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